Mayro moved to a new, better inn to get a private room with a lock on the door, and bought a small iron box to store his valuables. While waiting for Golfo to recover from his fight with the giant leech, Mayro did another stake-out of the House of Jourdain. Mainly, he saw more of the same: another servant woman being driven out with a beating, occasional deliveries during the day, 3 or 4 groups of customers at night. Curiously, one day he arrived at his stake-out post to find others already there—also watching the House. He slipped away without being noticed. Also, one night, he saw a group of monks leaving the House near dawn, and taking a couple women with them; he trailed them back to the monastery of the Two-Fold Path.
Golfo had told Mayro a few things about this Monastery, and Mayro now decided that he had seen enough that he was ready to go in. The next day, a little before dawn, the party (Mayro, Golfo, and Nardon, all wearing their new armor) made their move. Golfo was able to point out a formerly secret, now half-concealed, back entrance and they began exploring the ruined former living quarters. Their were a few signs of recent maintenance, but most of what they saw lay in complete disarray. Large sections were returning to a natural state with weeds, sapling, and even mature trees growing amongst the rubble of a collapsed hall. They began picking their way through those rooms, which while burned and scarred still had intact ceilings and internal walls.
Mayro & co. lost a hireling when the floor collapsed beneath them in one room. The seasoned warriors knew how take a fall, but the malnourished laborer did not. But there was little time for mourning as the noise attracted attention of a group men who began shooting arrows at them on sight. The party returned fire and killed the men. After climbing out of the pit, they examined the bodies, and found that they did not look like monks, but nomads or wandering brigands. The party retreated to rest and returned a few days later. Nothing much had changed. The party crossed the pit without incident and in the rooms beyond, found a stable, seemingly unused, and a long flight of stairs descending underground.
The space underneath the monastery was dug roughly out of the hard clay. The tunnels were narrow and twisting, and the party soon saw an explanation as to why, when they stumbled into a room occupied by a group of giant insects, some bipedal and wielding weapons, the others more conventional except for their size, roughly that of large dogs or even ponies. The insects allowed the party to retreat while guarding their own weaker members.
Continuing their exploration of the underground space while avoiding the narrower tunnels, the party came to a tunnel sloping up and ending at a ladder and a trapdoor. Mayro climbed the ladder and with a little effort, busted it open—to find himself surrounded by about 20 monks. Their initial response was surprised relief, but they soon showed signs of suspicion or hostility and Mayro dropped back down.
Fleeing with his companions, Mayro & co. heard at least a couple monks in pursuit and decided to take a chance in the insects’ warren. They fought their way through a small group of giant ants and then found themselves at the center of the hive, in a large chamber housing the overfed, glutinous body of the queen and her many attendant guards. These guards were fierce and did not allow an easy retreat. Likewise their hard exoskeletons repelled most of the warriors’ blows. Fighting within an inch of their lives, just to get back out of the queen’s chamber, the party fled the insects’ den and made a beeline (ow!) for the relatively safe, ruined section of the Monastery. After catching their breath and binding their wounds as best they could, they made all the way out and returned to Khanbaliq. Mayro concluded that the Monastery wasn’t something to tackle with such a small party.
Wednesday, September 21, 2011
Tuesday, September 20, 2011
Mayro Below the Jade Temple / Review: Lesserton & Mor (One DM’s perspective)
Although one reviewer noted rightly that “Below the Jade Temple” a 5-page mini-crawl set in the ruins of Mor, is not, the major selling point of a product with over 100 pages, most of them devoted to descriptions of locales, folk, and plots of the base town—it is the focus of this “review.” Reason number one: this post is also an adventure log describing Mayro’s exploits in the Jade Temple. Reason number two: I have way too much unused campaign source material that might provide very interesting reading for DMs, but because of a lack of obvious “plot entry points,” will likely remain unusable. Indeed, often I find that campaign sourcebooks are so well-presented as self-regulating machines that I can’t imagine how autonomous PCs could be introduced without breaking them. Therefore, a fully fleshed out adventure provides an introduction to a setting that DMs and players may begin to see as their own.

The Jade Temple uses an entry-point that’s straight-forward without forcing the players’ hand. By chance they meet an adventurer (Golfo) who had been taken prisoners by a band of orkin living in the ruins. Imprisoned in the base of a small tower, he heard noises below him that made him think that there was a hidden entrance to a ruined temple. Thus there were two motivations for adventure: revenge and exploration/looting. Instead of orkin,
I varied this a little, and added some Khanbaliq-specific details. Golfo had been imprisoned by members of the Dirty Rain gang after he ran up large gambling debts that he was unable to pay. The Dirty Rain had planned to sell him as a mine slave, but instead he was purchased by an agent of the Black Flower gang. The Black Flowers had their own terms—they had wanted Golfo to find some friends to attack the Dirty Rain outpost and secure the tower. Although Golfo had escaped this debt by helping to exterminate the Black Flowers, he was still interested in seeing what was inside and below the tower. And Mayro reasoned that it was ok to kill people who had planned to sell your friend into slavery.
We played this game with one PC (Mayro who is a 3rd level M.U., Fighter) plus Golfo (published as a 2nd level fighter, he has risen to 4th level in adventures with Beatriss) and Nardon (also a 4th level fighter). I expect this adventure was intended for a larger number of lower-level characters. There were a couple places where their small numbers made the adventure much more dangerous.
Although he understood that it meant earning no XP for the adventure, Mayro opted to rely on magic to gain entrance to the tower. Ironically, the adventure includes enough detail about the gang’s daily activities-- including visits to the well to collect water—that had Mayro followed his usual M.O. of a long stakeout, he might have found another way. But his approach was very quick and very safe: sleep on the sentries from a distance, then jump up to the top of the tower. He killed the sleeping sentries, then brought his companions up on a rope.
They broke into the tower from the top and worked their way down, killing the gang members in their barracks rooms. When they found a locked door, the occupant raised the alarm, but the party took a defensive position and knocked off the gangsters in small numbers. Once the attackers stopped coming, the party moved through the ground floor and found the kitchen and then the stairs to the cellar—a succinctly described place of squalid misery well-known to Golfo, with a single pair of manacles hanging on the wall.
There was hole in the floor covered by a grate. In previewing the module, I was a little anxious the total of 3 spots requiring a successful bend bars in order to continue with the adventure. While I appreciate the realism, it can be really anticlimactic. Isn’t it almost better to fail a save and die of poison, then to fail a bend bars check and then have to just go home early? Anyway, this was actually the only instance, where it came down to a straight die roll and one of the three reasonably strong fighters made it and down they went.
Sewers! They’re a cliché I never get tired of and I don’t think anyone else does either. Consider that every urban feature—roads, sidewalks, intersections, even skyscrapers-- has its mirror image underground.
Really? Anyway, the sewer map here is small, but suggestive of something larger, and more complicated. By simple process of elimination, the party was able to find its way to their intended goal, but there are plenty of blocked passageways that could offer passage to other “fossils” of the old city. Some passages were narrow and some wide, some filled with standing water, and others dry. Finding a nest of oversized worms (carrion crawlers) at the end of one of the blocked passageways gave them a clue that something lay beyond and after slaying the worms, (not difficult, but dangerous with a small party—at one point both NPCs were paralyzed by those nasty tentacles,) and “thawing out” Mayro & co. began trying to dig their way through. The module has some nice rules for exhaustion, that I unfortunately forgot to apply.
And on the other side of the rubble? The thrill of a locked gate! You can’t get beyond, but you know you’re going the right way or there wouldn’t be a gate here. Rather than trying to bend bars (I suppose an open locks check could have also worked if they’d had a thief), Mayro started bashing the lock with a big rock. This shook the gate and the roof above. And it shook up the party a little, but not enough. After killing some worm worms that popped out behind the falling flagstones, Mayro attacked the lock some more and finally broke it off. Behind this lay the third “test of strength” another grate, this one at the end of a small, upward slanting crawl space. Mayro tied a rope to one of the bars and I let all three of them combine their rolls.

So they broke through the grate and continued to the sarcophagi room. What I liked about this room is that the guardians weren’t inside the sarcophagi. After one tough fight and one easy one, the adventurers looted the room—jade monkey statue plus small jewelry on the long-dead priests.
Perhaps the best moment was one the way out when Golfo, in crossing through one of the “wet” tunnels, stepped on a weak point in the floor and fell through, taking the party’s torch with him, and plunging everyone into darkness. They heard him scream for help and jumped in after him. They found themselves about waist deep in water and fighting something big and slimy that had attached its mouth to one of Golfo’s legs and was sucking out his blood. Golfo stabbed at its head while the others attacked its thrashing body, and they killed it in time to save Golfo. After catching their breath, they dug a dry torch out of Golfo’s backpack, lit it and surveyed what seemed, for a few minutes, their likely final resting place.
They were in a 30’ diameter globular cavern, with water about up to their waist and no obvious exits. Water from the corridor above that they’d been sloshing around in was pouring down in a small, but steady stream. They were in no immediate danger of drowning, but neither was the chamber filling fast enough that they could forward to letting it fill the chamber and carry them back up to the exit. It was one of those times when the rules about re-acquisition of spells really matter. Mayro had his spell book, but what else did he need to re-learn jump? My long-standing house rule is spells can be re-acquired at any time through one-half-hour of uninterrupted study per spell level. I’m very diligent about wandering monster checks, and because any serious interruption (e.g. even the howling of a pack of wolves that do not attack, but not one of your friends sneezing) requires the spell-caster to start all over again, higher level spells can be very difficult to learn outside of one’s own locked study. Obviously, this rule worked very much to the party’s favor in this case. Also in mine, since the “standard rule” would have put me in the position of figuring out whether Mayro would be able to get a good night’s sleep on the slopes of an underground pool if his life depended on it.
Mayro spent some his time with his spell book, took a torch from Goldo and the rope from Nardon and jumped out of the hole, then turned around and pulled out his companions. On their way out, they found that the door from the cellar to the tower was barred, giving them some notice that the Dirty Rain may have returned, but broke down the door without any special precautions. They exited the tower made tracks for the city, only to be waylaid by a small group of Dirty Rain on the road. Neither side was eager for combat, and the party was able to pass after surrendering some of the jewelry they’d looted from the temple.
After resting up for a few days, they went to visit Xiao, who helped them find a buyer for the jade monkey statue. Each of them decided to spend about half his share on a suit of full armor—lacquered steel plates, co-ordinated arm-guards and leg-guards, tailored epaulets and lined gauntlets—the works. Mayro also invested in the supplies needed to create a second spell book containing a couple of his favorite spells.
In closing, and to state what I hope is obvious, yes, “Under the Jade Temple,” is a solid mini-adventure that provides players a clearly-defined objective even while contributing to a sense of what the ruins are like and who is moving among them. I don’t think it would make much sense to run it as a one-off, but it works as well in any other “ruins” setting (e.g. mine) as it does in Mor. And it’s very useful as a stepping stone to more Mor adventures , or again, getting deeper into the referee’s to consider what parts can be adapted to one’s own setting.

The Jade Temple uses an entry-point that’s straight-forward without forcing the players’ hand. By chance they meet an adventurer (Golfo) who had been taken prisoners by a band of orkin living in the ruins. Imprisoned in the base of a small tower, he heard noises below him that made him think that there was a hidden entrance to a ruined temple. Thus there were two motivations for adventure: revenge and exploration/looting. Instead of orkin,
I varied this a little, and added some Khanbaliq-specific details. Golfo had been imprisoned by members of the Dirty Rain gang after he ran up large gambling debts that he was unable to pay. The Dirty Rain had planned to sell him as a mine slave, but instead he was purchased by an agent of the Black Flower gang. The Black Flowers had their own terms—they had wanted Golfo to find some friends to attack the Dirty Rain outpost and secure the tower. Although Golfo had escaped this debt by helping to exterminate the Black Flowers, he was still interested in seeing what was inside and below the tower. And Mayro reasoned that it was ok to kill people who had planned to sell your friend into slavery.
We played this game with one PC (Mayro who is a 3rd level M.U., Fighter) plus Golfo (published as a 2nd level fighter, he has risen to 4th level in adventures with Beatriss) and Nardon (also a 4th level fighter). I expect this adventure was intended for a larger number of lower-level characters. There were a couple places where their small numbers made the adventure much more dangerous.
Although he understood that it meant earning no XP for the adventure, Mayro opted to rely on magic to gain entrance to the tower. Ironically, the adventure includes enough detail about the gang’s daily activities-- including visits to the well to collect water—that had Mayro followed his usual M.O. of a long stakeout, he might have found another way. But his approach was very quick and very safe: sleep on the sentries from a distance, then jump up to the top of the tower. He killed the sleeping sentries, then brought his companions up on a rope.
They broke into the tower from the top and worked their way down, killing the gang members in their barracks rooms. When they found a locked door, the occupant raised the alarm, but the party took a defensive position and knocked off the gangsters in small numbers. Once the attackers stopped coming, the party moved through the ground floor and found the kitchen and then the stairs to the cellar—a succinctly described place of squalid misery well-known to Golfo, with a single pair of manacles hanging on the wall.
There was hole in the floor covered by a grate. In previewing the module, I was a little anxious the total of 3 spots requiring a successful bend bars in order to continue with the adventure. While I appreciate the realism, it can be really anticlimactic. Isn’t it almost better to fail a save and die of poison, then to fail a bend bars check and then have to just go home early? Anyway, this was actually the only instance, where it came down to a straight die roll and one of the three reasonably strong fighters made it and down they went.
Sewers! They’re a cliché I never get tired of and I don’t think anyone else does either. Consider that every urban feature—roads, sidewalks, intersections, even skyscrapers-- has its mirror image underground.
Really? Anyway, the sewer map here is small, but suggestive of something larger, and more complicated. By simple process of elimination, the party was able to find its way to their intended goal, but there are plenty of blocked passageways that could offer passage to other “fossils” of the old city. Some passages were narrow and some wide, some filled with standing water, and others dry. Finding a nest of oversized worms (carrion crawlers) at the end of one of the blocked passageways gave them a clue that something lay beyond and after slaying the worms, (not difficult, but dangerous with a small party—at one point both NPCs were paralyzed by those nasty tentacles,) and “thawing out” Mayro & co. began trying to dig their way through. The module has some nice rules for exhaustion, that I unfortunately forgot to apply.
And on the other side of the rubble? The thrill of a locked gate! You can’t get beyond, but you know you’re going the right way or there wouldn’t be a gate here. Rather than trying to bend bars (I suppose an open locks check could have also worked if they’d had a thief), Mayro started bashing the lock with a big rock. This shook the gate and the roof above. And it shook up the party a little, but not enough. After killing some worm worms that popped out behind the falling flagstones, Mayro attacked the lock some more and finally broke it off. Behind this lay the third “test of strength” another grate, this one at the end of a small, upward slanting crawl space. Mayro tied a rope to one of the bars and I let all three of them combine their rolls.

So they broke through the grate and continued to the sarcophagi room. What I liked about this room is that the guardians weren’t inside the sarcophagi. After one tough fight and one easy one, the adventurers looted the room—jade monkey statue plus small jewelry on the long-dead priests.
Perhaps the best moment was one the way out when Golfo, in crossing through one of the “wet” tunnels, stepped on a weak point in the floor and fell through, taking the party’s torch with him, and plunging everyone into darkness. They heard him scream for help and jumped in after him. They found themselves about waist deep in water and fighting something big and slimy that had attached its mouth to one of Golfo’s legs and was sucking out his blood. Golfo stabbed at its head while the others attacked its thrashing body, and they killed it in time to save Golfo. After catching their breath, they dug a dry torch out of Golfo’s backpack, lit it and surveyed what seemed, for a few minutes, their likely final resting place.
They were in a 30’ diameter globular cavern, with water about up to their waist and no obvious exits. Water from the corridor above that they’d been sloshing around in was pouring down in a small, but steady stream. They were in no immediate danger of drowning, but neither was the chamber filling fast enough that they could forward to letting it fill the chamber and carry them back up to the exit. It was one of those times when the rules about re-acquisition of spells really matter. Mayro had his spell book, but what else did he need to re-learn jump? My long-standing house rule is spells can be re-acquired at any time through one-half-hour of uninterrupted study per spell level. I’m very diligent about wandering monster checks, and because any serious interruption (e.g. even the howling of a pack of wolves that do not attack, but not one of your friends sneezing) requires the spell-caster to start all over again, higher level spells can be very difficult to learn outside of one’s own locked study. Obviously, this rule worked very much to the party’s favor in this case. Also in mine, since the “standard rule” would have put me in the position of figuring out whether Mayro would be able to get a good night’s sleep on the slopes of an underground pool if his life depended on it.
Mayro spent some his time with his spell book, took a torch from Goldo and the rope from Nardon and jumped out of the hole, then turned around and pulled out his companions. On their way out, they found that the door from the cellar to the tower was barred, giving them some notice that the Dirty Rain may have returned, but broke down the door without any special precautions. They exited the tower made tracks for the city, only to be waylaid by a small group of Dirty Rain on the road. Neither side was eager for combat, and the party was able to pass after surrendering some of the jewelry they’d looted from the temple.
After resting up for a few days, they went to visit Xiao, who helped them find a buyer for the jade monkey statue. Each of them decided to spend about half his share on a suit of full armor—lacquered steel plates, co-ordinated arm-guards and leg-guards, tailored epaulets and lined gauntlets—the works. Mayro also invested in the supplies needed to create a second spell book containing a couple of his favorite spells.
In closing, and to state what I hope is obvious, yes, “Under the Jade Temple,” is a solid mini-adventure that provides players a clearly-defined objective even while contributing to a sense of what the ruins are like and who is moving among them. I don’t think it would make much sense to run it as a one-off, but it works as well in any other “ruins” setting (e.g. mine) as it does in Mor. And it’s very useful as a stepping stone to more Mor adventures , or again, getting deeper into the referee’s to consider what parts can be adapted to one’s own setting.
Mayro and the House of Jourdain Part 2 ("What's my alignment?")
Now in possession of a little cash, Mayro, Goldo, and Nardon decided to return to the House of Jourdain as customers, ostensibly just for the purpose of gathering information.
They were admitted through the front gate and then through the front door and welcomed to the music room, a comfortable lounging area, richly adorned with a unique collection of local and foreign luxuries, including portraits of the House’s original owner, Lord Jourdain. Among the customers there was a samurai from Zipang, one Gamo Mitsu, who tried to pick a fight with Golfo over one of the women. Madam Guto intervened, sending Gamo and his bodyguards upstairs with various companions. This left Mayro & co. nearly alone in the Music Room. The other occupants—a musician, a drowsy merchant and a woman who were sharing a bottle of wine — were magically eased into slumber. After looking behind the paintings and finding nothing, Mayro stole a handful of tael from the sleeping merchant and the party took their leave.
The problem, Mayro, explained, was that he really hadn’t seen anything to justify taking more decisive action. Madam Guto was creepy, but he wasn’t going to just cut down an old woman. The prostitutes seemed happy enough, and didn’t show any signs of being held against their will. During his days of surveillance he had seen a badly-beaten servant woman being ejected from the House, but she had refused to talk to him, and so he was reluctant to speculate as to how she had been injured, who was responsible, or why he, Mayro, should be involved in the administration of justice. The investigation or plunder of the House of Jourdain was only one of several opportunities for adventure recommended by Golfo, and it now seemed to Mayro that some of the other options promised more clearly-delineated adversaries and more loot.
The problem, Mayro, explained, was that he really hadn’t seen anything to justify taking more decisive action. Madam Guto was creepy, but he wasn’t going to just cut down an old woman. The prostitutes seemed happy enough, and didn’t show any signs of being held against their will. During his days of surveillance he had seen a badly-beaten servant woman being ejected from the House, but she had refused to talk to him, and so he was reluctant to speculate as to how she had been injured, who was responsible, or why he, Mayro, should be involved in the administration of justice. The investigation or plunder of the House of Jourdain was only one of several opportunities for adventure recommended by Golfo, and it now seemed to Mayro that some of the other options promised more clearly-delineated adversaries and more loot.
Sunday, September 18, 2011
Mayro and the House of Jourdain Part 1 (“What's our objective?”)
Because he had some familiarity with the House of Jourdain already, Mayro liked the idea of sticking his nose in there, but wasn’t sure whether his approach should be to attack the people who ran the brothel or sneak in and steal things.
So he started with some surveillance, setting up a shelter at the edge of an encampment of nomads that was in the same general vicinity. After a couple days of watching, Mayro learned that customers came in the night and left at morning, and that occasionally merchants made deliveries, but that the gang members didn’t seem to leave except to hang lamps outside as the sun was going down. He tried to gain entrance as a paying customer, but couldn’t even get through the gate due to his lack of funds. So he made the acquaintance of one of the brothel’s suppliers, a dealer in silken garments, and tried to get a job.
And he got a job. Not a permanent one, but a one-day contract that involved him accompanying the merchant (“Xiao”) when he made his monthly delivery to a particular customer that always tried to cheat him, or to offer unseemly and unfavorable barter terms. Day-to-day, Xiao felt secure with a couple men-at-arms, but for dealing with Madam Guto at the House of Jourdain, he would appreciate additional protection. Mayro offered the additional protection of his associates Golfo and Naron, and this was accepted.
When the group arrived at the House of Joudain, they were welcomed inside the music room and told that Madam Guto was running late. Young women brought them tea and made light, flirtatious conversation. When Madam Guto did appear, she told Xiao that she did not have enough money to pay and would we accept a smaller sum. He refused. She said she would look for more money and that while they were waiting Xiao should let one of the girls entertain him in her room. To Mayro’s surprise, Xiao agreed. He even tried to stop him from going, but the merchant shook him off. Not knowing what else to do, Mayro stood outside the room.
After about an hour, Xiao returned and so did Madam Guto. She could pay half, was that enough? Xiao was angry and distraught. He wasn’t going to let her trick him like that and he wasn’t dealing with her again, and he demanded his money. They waited some more. Feeling increasingly compromised, by the surroundings, the old woman’s commanding presence, his own lack of discretion, and the sounds of a group gathering in the courtyard, Xiao at last relented and sold his silks at a steep discount. After being escorted home, Xiao paid Mayro and his friends their promised wages and told them he’d be in touch if he needed their help again.
So he started with some surveillance, setting up a shelter at the edge of an encampment of nomads that was in the same general vicinity. After a couple days of watching, Mayro learned that customers came in the night and left at morning, and that occasionally merchants made deliveries, but that the gang members didn’t seem to leave except to hang lamps outside as the sun was going down. He tried to gain entrance as a paying customer, but couldn’t even get through the gate due to his lack of funds. So he made the acquaintance of one of the brothel’s suppliers, a dealer in silken garments, and tried to get a job.
And he got a job. Not a permanent one, but a one-day contract that involved him accompanying the merchant (“Xiao”) when he made his monthly delivery to a particular customer that always tried to cheat him, or to offer unseemly and unfavorable barter terms. Day-to-day, Xiao felt secure with a couple men-at-arms, but for dealing with Madam Guto at the House of Jourdain, he would appreciate additional protection. Mayro offered the additional protection of his associates Golfo and Naron, and this was accepted.
When the group arrived at the House of Joudain, they were welcomed inside the music room and told that Madam Guto was running late. Young women brought them tea and made light, flirtatious conversation. When Madam Guto did appear, she told Xiao that she did not have enough money to pay and would we accept a smaller sum. He refused. She said she would look for more money and that while they were waiting Xiao should let one of the girls entertain him in her room. To Mayro’s surprise, Xiao agreed. He even tried to stop him from going, but the merchant shook him off. Not knowing what else to do, Mayro stood outside the room.
After about an hour, Xiao returned and so did Madam Guto. She could pay half, was that enough? Xiao was angry and distraught. He wasn’t going to let her trick him like that and he wasn’t dealing with her again, and he demanded his money. They waited some more. Feeling increasingly compromised, by the surroundings, the old woman’s commanding presence, his own lack of discretion, and the sounds of a group gathering in the courtyard, Xiao at last relented and sold his silks at a steep discount. After being escorted home, Xiao paid Mayro and his friends their promised wages and told them he’d be in touch if he needed their help again.
Saturday, September 17, 2011
Mayro in Khanbaliq
One of the consequences of being slightly embarrassed about playing D&D is that you end up playing in small, furtive groups, even one-on-one sometimes. Or oftentimes, since you don’t have to co-ordinate around several people’s schedules and you’re roommates. So here’s what happened in Khanbaliq when I re-connected with an old friend, went to visit him in Florida, and he dug out his old character, Mayro—rolled up close to 20 years ago.
Quick backstory on Mayro: Mayro was a desert nomad, captured by "the empire" and sold as a slave to northern barbarians. Later, he was acquired by a "Persian" merchant, and became the merchant's personal secretary/bodyguard, and spent many years traveling with him until the merchant died in Khanbaliq. Since then, he’s been living hand-to-mouth, as a longtime resident at a poor inn, doing odd jobs and getting occasional jobs as a guard. Meta-game details: Mayro started as a Magic-User, reached 3rd level, then switched to fighter and has reached 3rd level. This is not multi-classing, but dual-classing. Maybe it shouldn’t be allowed, but it’s in the AD&D PHB 1e and 2e.
So then, Mayro became acquainted with other masterless swordsmen who float around the poor inns in the laborers’ district in Khanbaliq. Among these acquaintances is Golfo, who pulled him in on the assault on the Black Flower gang at the House of Joudain.
Following the qualified success of that attack, Golfo shared with Mayro his other schemes for getting rich while making the world a better place.
Quick backstory on Mayro: Mayro was a desert nomad, captured by "the empire" and sold as a slave to northern barbarians. Later, he was acquired by a "Persian" merchant, and became the merchant's personal secretary/bodyguard, and spent many years traveling with him until the merchant died in Khanbaliq. Since then, he’s been living hand-to-mouth, as a longtime resident at a poor inn, doing odd jobs and getting occasional jobs as a guard. Meta-game details: Mayro started as a Magic-User, reached 3rd level, then switched to fighter and has reached 3rd level. This is not multi-classing, but dual-classing. Maybe it shouldn’t be allowed, but it’s in the AD&D PHB 1e and 2e.
So then, Mayro became acquainted with other masterless swordsmen who float around the poor inns in the laborers’ district in Khanbaliq. Among these acquaintances is Golfo, who pulled him in on the assault on the Black Flower gang at the House of Joudain.
Following the qualified success of that attack, Golfo shared with Mayro his other schemes for getting rich while making the world a better place.
Night's Dark Terror, Session 5
Pavel: "My hopes that Law has a purpose for these people, beyond chasing horses and gold has been encouraged by their decision to attempt the rescue of a good Traldaran who was captured by goblins in one of their raids. As a man of experience, I realize that he already been butchedred, cooked, and eaten, but I keep this to myself, allowing my companions' ambition to encourage their valor and other virtues. Tracking the cowardly goblins has likewise presented hardships-- in the form of cold, rain, darkness, hard beds and hard food-- that stregthens the character of a good man, even while it drives the wicked to increasingly desperate act. Time (and additional hardships!) will surely provide future proof to which camp each of us belongs. (That includes your Pavel. While I may be inured to natural hardships and have faced death in the eyes of embodied evil, I sense temptations and challenges before of forms too terrible to imagine.) Even today, we encountered and slew a terrible wolf that in death showed its true form to be that of a Traldaran man. Today a man in the form of a wolf, tomorrow perhaps we meet a wolf in the form of a man! For any of us, death may come at any time. "
Gromdain, 12 Thaumont AC 1000 (& early AM Tserdain, the 13th)
Gromdain, 12 Thaumont AC 1000 (& early AM Tserdain, the 13th)
You are not the kind of guy who would be at a place like this (Night's Dark Terror, Session 4)
I missed session 3, in which the party defended Sukiskyn from goblin raiders. Although they were repelled, the goblins did manage to steal a large number of horses were stolen and in session 4, we went after them, under an agreement that we’d be allowed to keep half(?) of those we recovered. We tracked the goblins to a small, human settlement a few hours away, recovered the horses and brought them back to Sukiskyn. In the morning, a small of group of men approached Sukiskyn, explaining that their own settlement had been attacked and Stefan (brother to Pyotr, our host at Sukiskyn) had been kidnapped. More details can be found here: Soladain, 10 Thaumont AC 1000
This rest of this post is a rambling editorial, looking at why my character Pavel, the cleric, is on this adventure or why any cleric goes on any adventure.
It’s kind of stupid to ask, “Why does my character even want to go on this adventure?” A good answer is, “Why are you even here in my basement?”
But you'll keep reading anyway. Some other answers . . .
Because you’re the strongest, smartest, most generally capable man in the village and if you don’t go kill that Thing, it will come here and kill all of us.
Because you’re too lazy to work, too imprudent to save . . . too shiny to go without and too sexy to care . . . and that Thing is sitting on a big pile of gold.
Because that Thing’s as old as the world and it . . . knows things.
Because you took care of a lot of widows and orphans last week and preached a bang-up sermon yesterday and by golly you deserve your day to recharge like anyone else! And maybe, besides the Thing, there’s a vampire in that cave, and you can kill that, too.
With clerics, it’s hard. Although most members of the priestly caste are insulated from danger, life's random deprivations, even the need to go out and make a living, there are some who exile themselves from the comfort most other adventurers are, at least nominally seeking. In Pavel's case, he was a young acolyte who went into the wilderness for twenty years. That’s long enough to go crazy, and not long enough to get back.
The adventure associated with Night’s Dark Terror is pretty straight-forward: help us get these valuable white horses for a cut of their sale price. That could happen in our world. Goblins and ankhegs take the place of rustlers and injuns. Or to be more narrowly contemporary, speed traps and intestinal worms. (It's just the horses who have worms. Probably).
And the low-fantasy realism of it makes it even harder to explain why the priest-man is there.
He has access to very powerful painkillers and anti-biotics.
In the last game, he was also able to warn Allelle, an Elf Fighter/ Mage about the dangers of consorting with goblins. About an hour after we met a goblin in a tree—whom Allelle communicated with using the disgusting creature’s own perverted language— we met another elf, a woman, who was living in the company of goblins, and whom we shot dead. Slippery slope. Lie down with dogs. (Some of the sharper members of the party think she may have been a hostage, but don’t tell Pavel.)
Pavel is a Traldaran, and has a strong suspicion of not only non-humans, but even non-Traldarans—i.e. Thyatians. At the goblins camp, they found dead prisoners in the huts and almost his first thought was, “Are these Traldarans?” Is it still Xenophobia when those who aren’t your kind want to eat you? (Either literally, with the goblins, or metaphorically, in the case of the Thyatians who are consuming Traldaran resources and obliterating Traldaran culture.)
Pavel rejects the creature comforts of civilization but he hasn't necessarily adapted to the wilderness either. Rather, he endures. And maybe deprivation and fear associated with the wilderness are in some ways easier to grapple with the spirtiual threats presents by city life. Or even outpost-in-the-forest life.
This rest of this post is a rambling editorial, looking at why my character Pavel, the cleric, is on this adventure or why any cleric goes on any adventure.

It’s kind of stupid to ask, “Why does my character even want to go on this adventure?” A good answer is, “Why are you even here in my basement?”But you'll keep reading anyway. Some other answers . . .
Because you’re the strongest, smartest, most generally capable man in the village and if you don’t go kill that Thing, it will come here and kill all of us.
Because you’re too lazy to work, too imprudent to save . . . too shiny to go without and too sexy to care . . . and that Thing is sitting on a big pile of gold.
Because that Thing’s as old as the world and it . . . knows things.
Because you took care of a lot of widows and orphans last week and preached a bang-up sermon yesterday and by golly you deserve your day to recharge like anyone else! And maybe, besides the Thing, there’s a vampire in that cave, and you can kill that, too.
With clerics, it’s hard. Although most members of the priestly caste are insulated from danger, life's random deprivations, even the need to go out and make a living, there are some who exile themselves from the comfort most other adventurers are, at least nominally seeking. In Pavel's case, he was a young acolyte who went into the wilderness for twenty years. That’s long enough to go crazy, and not long enough to get back.
The adventure associated with Night’s Dark Terror is pretty straight-forward: help us get these valuable white horses for a cut of their sale price. That could happen in our world. Goblins and ankhegs take the place of rustlers and injuns. Or to be more narrowly contemporary, speed traps and intestinal worms. (It's just the horses who have worms. Probably).
And the low-fantasy realism of it makes it even harder to explain why the priest-man is there.
He has access to very powerful painkillers and anti-biotics.
In the last game, he was also able to warn Allelle, an Elf Fighter/ Mage about the dangers of consorting with goblins. About an hour after we met a goblin in a tree—whom Allelle communicated with using the disgusting creature’s own perverted language— we met another elf, a woman, who was living in the company of goblins, and whom we shot dead. Slippery slope. Lie down with dogs. (Some of the sharper members of the party think she may have been a hostage, but don’t tell Pavel.)
Pavel is a Traldaran, and has a strong suspicion of not only non-humans, but even non-Traldarans—i.e. Thyatians. At the goblins camp, they found dead prisoners in the huts and almost his first thought was, “Are these Traldarans?” Is it still Xenophobia when those who aren’t your kind want to eat you? (Either literally, with the goblins, or metaphorically, in the case of the Thyatians who are consuming Traldaran resources and obliterating Traldaran culture.)
Pavel rejects the creature comforts of civilization but he hasn't necessarily adapted to the wilderness either. Rather, he endures. And maybe deprivation and fear associated with the wilderness are in some ways easier to grapple with the spirtiual threats presents by city life. Or even outpost-in-the-forest life.
One of the great features of D&D is the leveling system and the qualified expectation that a band of impoverished adventures will one day be heroes. And this gives some credence to Pavel’s otherwise baseless “prophecy” that this is not just about horses and getting paid, but at some point we will be called to do something really important in the service of Law. (Never mind that Pavel may be the only Lawful member of the party, that’s all part of the prophecy.)
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